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  • Coming Mechanics Changes

    After an internal staff meeting and much discussion there will be a number of new mechanic changes in Sundren. There will also be other updates to other features in the future to reflect these coming changes.

    Please note when these updates are implemented we will have more detailed information as to the changes.

    Resting

    - Resting will now take 30 seconds, during which you will receive an AC debuff, and shall be unable to see (the screen will fade out).
    - When you rest outside of a designated rest area, you will not gain back spells per day (HP is still gained as per normal Sundren rules)
    - Resting inside a rest zone gains spells per day back as normal
    - Various rest zones will be removed or relocated (Standard rest zones will be anywhere in a Tavern, and Faction HQs)



    Encounters

    - Each zone will be reviewed, individual creatures and encounters will be adjusted
    - Overall difficulty of many encounters will lower significantly
    - Adjustments will be ongoing during the change to find balance
    - Powerbuilding will not be as necessary to run a dungeon
    - Combat will last longer before being overwhelmed

    Death

    - Dying will work on a vitality system (no signuses)
    - Reviving will no longer be a 10 minute time-out
    - Vitality will slowly accumulate back over time
    - Perming is possible only through dying too often in a short period (requiring a lot of carelessness)
    - Raise dead will replenish a small amount of vitality and bring the target back
    - Resurrection will replenish a large amount of vitality and bring the target back
    - Temple raise will cost the most, but restores back the most vitality
    - Res sickness will be present for a short time after being brought back, providing a few debuffs

    Loot

    - More staff members will have access to loot system, allowing more rapid improvements of loot tables and offerings
    - Greater availability of +1, and +2 loot from drops and unique quests
    - Factions stores will focus more on +3 and 'specialty' loot

    Spells

    - Polymorph will be properly removed on transition to reflect new rest rules preventing rapid spell replenishment
    - Many spells that provide gear bonuses beyond +3 will be altered to reflect the difficulty of acquiring said items normally (such as Greater Magic Weapon)
    - Living Undeath will be removed
    - Persistent Spell list will be restored back to the default
    - Deathward will no longer give immunity to ability damage
    - Some Spell Save type spells will no longer stack
    - Blindness will be replaced with a new blindness effect, as the NWN2 blindness effect is bugged (effect will provide miss chance and debuff AC, but not prevent attacking)
    - Stonebody provides a movement speed decrease because of the transformation to stone, Freedom of Movement will no longer bypass this
    - Remove disease will only work on diseases
    - Bigby's will no longer bull rush the target but instead follow the proper grapple rules as per pnp

    Requirements

    - PrC requirements will be removed (such as additional Frenzied Beserker Requirements)
    - Restricted classes will remain (RPotM locked)
    The very existence of flame-throwers proves that some time, somewhere, someone said to themselves, You know, I want to set those people over there on fire, but I'm just not close enough to get the job done.

    George Carlin

  • #2
    I don't normally comment in these threads, but I really like some of these changes. A lot.
    Pyras: Red Wizard of Thay, High Arcanist of Illusion, Master of the Enclave's Knight Commander.

    Currently taking apprentices, and conducting research.

    Comment


    • #3
      - Stonebody provides a movement speed decrease because of the stransformation to stone, Freedom of Movement will no longer bypass this
      Tortoise Shell, too?
      Originally posted by Cornuto
      Glad everyone's being extra fucking ridiculous today.

      Comment


      • #4
        Second Kangletons post.
        Lauan - knight of Thay " I have no fear, and death is merely an inconvenience to me. I do not die until ordered to do so, I do not fall until every last bit of life has left me. I stand tall, proud, a Thayan knight."

        Adeodatus Exitium -
        "Nobody is more dangerous than he who imagines himself pure in heart, for his purity, by definition, is unassailable." — James Baldwin

        Comment


        • #5
          Looks very cool.

          Will there be any changes in the economy? Seems like you want to make items better in general. Will there also be changes to cost or drop rates?

          Also, were there any efforts to target divine spellcasters over arcane? I really like the idea of daily resting via safe zones like fires and whatnot. But do you see divine classes being the real problem, or do you see both as being too jacked currently?

          Gracias for your perspective

          Comment


          • #6
            In general there will be greater availability of gear for players. So absolutely yes to drop rates. There will be changes in how quests distribute loot too so people are encouraged to party with quests and finish them together as one.

            There was no specific targeting of types of spell casters, merely the need to make spells per day have meaning as they should.
            The very existence of flame-throwers proves that some time, somewhere, someone said to themselves, You know, I want to set those people over there on fire, but I'm just not close enough to get the job done.

            George Carlin

            Comment


            • #7
              Originally posted by Saulus

              Encounters


              - Combat will last longer before being overwhelmed
              Can you explain this?


              Spells

              - Polymorph will be properly removed on transition to reflect new rest rules preventing rapid spell replenishment
              You do not mean every transition do you? It does not strike me as right that falling off the log in the cartell area (or climbing back out), entering, leaving or changing floors in a building should do this.

              Comment


              • #8
                This is to prevent transition crashes, but we can reset feat uses for wildshape for druids to help correct this.

                Also the idea behind "Combat will last longer before being overwhelmed"... the philosophy of our spawns will change not to withstand players who are sustainably buffed. More time in combat, more options.... Less WTF moments where you just simply die and get stomped.

                This is not to say combat will no longer be challenging -- but it should no longer be an experience built for the people who push the bleeding edge of mechanically what you can do with a char.
                The very existence of flame-throwers proves that some time, somewhere, someone said to themselves, You know, I want to set those people over there on fire, but I'm just not close enough to get the job done.

                George Carlin

                Comment


                • #9
                  All I can say about the changes?


                  Yes.
                  Characters:
                  Peridan Twilight, one-eyed dog of the Legion, deceased.
                  Daniel Nobody, adventurer and part time problem solver.

                  [DM] Poltergeist :
                  If you can dodge a wrench, you can dodge an intermediate deity's unbridled fury.

                  Comment


                  • #10
                    Major props to the staff for this one
                    "Half the lies they tell about me aren't true."
                    Yogi Berra

                    Learn things:http://forgottenrealms.wikia.com/wiki/Main_Page
                    http://www.sundren.org/wiki/index.php?title=Main_Page

                    Comment


                    • #11
                      Originally posted by Saulus View Post
                      This is to prevent transition crashes, but we can reset feat uses for wildshape for druids to help correct this.

                      huzzah!
                      Originally posted by ThePaganKing
                      So, the roguethree bootlickers strike again.

                      Comment


                      • #12
                        Sounds pretty fantastic.

                        Comment


                        • #13
                          Yay, vitality!

                          Comment


                          • #14
                            Originally posted by Saulus
                            Requirements

                            - PrC requirements will be removed (such as additional Frenzied Beserker Requirements)
                            - Restricted classes will remain (RPotM locked)
                            Any details on the specific classes affected? or are they still in the works?
                            Originally posted by ThePaganKing
                            So, the roguethree bootlickers strike again.

                            Comment


                            • #15
                              Not a fan to some of this. Ugh.
                              [COLOR=Black][COLOR=Blue][I][B]Landristin Ly[/B][/I][/COLOR][I][B][COLOR=Blue]onstongue[/COLOR][/B][/I]: Ancient, Child of Colibrus. Advisor of Colibrus, Emissary of Sestra, Magistrate of Sestra.

                              -[I]Not fond of morning walks on the beach.[/I]
                              [/COLOR]

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